Volleyball video game system

ABSTRACT

A CPU determines the position of a ball in a virtual game space, and moves a viewpoint based on viewpoint data and the position of the ball. The CPU displays on a monitor TV a portion of a volleyball court in a visible range based on the viewpoint and the direction of an axis thereof. The CPU determines a landing position of the ball, displays a first cursor at the landing position, and displays a player character as it receives the ball when the distance between the player character and the first cursor becomes a predetermined distance before the ball reaches the landing position. When a served ball is received by a player character, the CPU selects a player character to make an attacking action. The CPU assigns a button to the selected player character. When the ball is set by a player character as a setter, the CPU assigns an attack button, and controls the selected player character to perform the attacking action in response to an input signal from the attack button.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a video game machine for playing avolleyball video game, a method of processing video game images for sucha video game machine, and a recording medium which stores a computerprogram for such a volleyball video game.

2. Description of the Prior Art

There has been known a video game machine for playing a volleyball videogame on a virtual volleyball court displayed on a television monitor.The television monitor also displays two virtual volleyball teams on thedisplayed virtual volleyball court. The game player controls playercharacters of one of the two volleyball teams to play the game againstthe other volleyball team on the volleyball court.

The conventional volleyball video game machine has suffered thefollowing problems:

The conventional volleyball video game machine displays the entirevolleyball court in a game space on the television monitor. Therefore,the player characters of the virtual volleyball teams who play thevolleyball are displayed in a very small size, and hence their movementscannot be displayed realistically.

Another conventional volleyball video game machine alternativelydisplays volleyball court sections occupied by respective volleyballteams such that one of the volleyball court sections is displayed withthe ball as it moves from one of the volleyball teams to the other. Thisvolleyball video game machine is capable of displaying the playercharacters of the volleyball teams in a relatively large size. However,if the switching between the volleyball court sections is made frequentbecause of a quick exchange of the volleyball between the volleyballteams, then the game player may not be able to follow the displayedball.

The conventional volleyball video game machines include a controllerhaving direction keys that can be operated by the game player to moveplayer characters of its own forward, backward, leftward, and rightwardon the volleyball court, and buttons that can also be operated by thegame player to control game players of its own to make actions toreceive, serve, and attack in the game. The game player manuallyoperates the controller to control movements of the player characters.

For example, the game player operates the controller to control a playercharacter to make a receiving action, as follows: The game playeroperates a direction key to move the player character until a hand ofthe player character overlaps an expected ball fall position, and thenpresses a button immediately before the hand of the player characteroverlaps the ball, whereupon the player character makes a receivingaction.

The control operation which the game player carries out to control aplayer character to make a receiving action requires a considerablylevel of skill. It is highly difficult or almost impossible for gameplayers who are not familiar with the conventional volleyball video gamemachines or the controller to perform the above control operation on thecontroller. Since volleyball is a game in which an error is declaredwhen the ball touches the floor, if the game player fails to properlycontrol a player character to make a receiving action, then the gameplayer tends to suffer an error each time a player character does notsuccessfully receive the ball, and therefore cannot enjoy the videogame.

Still another drawback with the conventional volleyball video gamemachines will be described below. When the game player controls a playercharacter of its own to make an attacking action, the ball hit by theplayer character has an essentially constant strength of power. Statedotherwise, the conventional volleyball video game machines do not allowthe game player to control a player character of its own to make avariety of attacking actions. Consequently, the game player feelssomewhat unsatisfactory and is not strongly attracted to the volleyballvideo game machine.

One of the actual volleyball attack techniques is known as a combinationplay. In the time-sequence combination, when a setter sets the ball, twoor three attackers jumps at different times, and either one of themactually attacks the ball whereas the others fakes spiking in an attemptto deceive the opposing blockers of the offensive team. However, none ofthe conventional volleyball video game machines have a function whichallows the game player to control a plurality of player characters toengage in the combination play. Accordingly, game players cannot enjoyvolleyball games similar to actual volleyball on the conventionalvolleyball video game machines, and are likely to lose their interest inthe conventional volleyball video game machines.

SUMMARY OF THE INVENTION

It is therefore an object of the present invention to provide a videogame machine for playing a volleyball video game, the video game machinebeing capable of displaying movements of player characters realisticallyon a television monitor, a method of processing video game images forsuch a video game machine, and a recording medium which stores acomputer program for such a volleyball video game.

Another object of the present invention is to provide a video gamemachine for playing a volleyball video game which is attractive to agame player irrespective of how skilled the game player may be, a methodof processing video game images for such a video game machine, and arecording medium which stores a computer program for such a volleyballvideo game.

Still another object of the present invention is to provide a video gamemachine for playing a volleyball video game which is similar to actualvolleyball, making the volleyball video game which is attractive to agame player, a method of processing video game images for such a videogame machine, and a recording medium which stores a computer program forsuch a volleyball video game.

According to an aspect of the present invention, there is provided avideo game machine for playing a volleyball video game, comprising amonitor for displaying two volleyball teams on a court in a virtualspace, at least one of the volleyball teams having a plurality of playercharacters controllable by a game player. The video game machine alsohas data holding means for holding data of a viewpoint to establish agame space in the virtual space displayed on the monitor, positiondetermining means for determining the position of a ball in the virtualspace, moving means for moving the viewpoint depending on the data ofthe viewpoint and the determined position of the ball, and displayprocessing means for displaying the virtual space on the monitor withina visible range determined by the viewpoint and the direction of an axisthereof.

According to another aspect of the present invention, there is provideda method of processing video game images for a video game machine forplaying a volleyball video game by displaying two volleyball teams on acourt in a virtual space, at least one of the volleyball teams having aplurality of player characters controllable by a game player. The methodcomprises the steps of holding data of a viewpoint to establish a gamespace in the virtual space displayed on the monitor, determining theposition of a ball in the virtual space, moving the viewpoint dependingon the data of the viewpoint and the determined position of the ball,and displaying the virtual space on the monitor within a visible rangedetermined by the viewpoint and the direction of an axis thereof.

According to still another aspect of the present invention, there isprovided a recording medium storing a computer program for controlling avideo game machine for playing a volleyball video game to display twovolleyball teams on a court in a virtual space, at least one of thevolleyball teams having a plurality of player characters controllable bya game player. The computer program comprises the steps of holding dataof a viewpoint to establish a game space in the virtual space displayedon the monitor, determining the position of a ball in the virtual space,moving the viewpoint depending on the data of the viewpoint and thedetermined position of the ball, and displaying the virtual space on themonitor within a visible range determined by the viewpoint and thedirection of an axis thereof.

According to yet still another aspect of the present invention, there isprovided a video game machine for playing a volleyball video game,comprising a monitor for displaying two volleyball teams on a court in avirtual space, at least one of the volleyball teams having a pluralityof player characters controllable by a game player. The video gamemachine also has control means operable by the game player forcontrolling player characters, position determining means fordetermining a landing position of a ball in the virtual space,indicating means for displaying an indicia at the determined landingposition of the ball on the monitor, and action control means forcontrolling either one of the player characters to make a receivingaction to receive the ball when the either one of the player charactersand the indicia are spaced from each other by a predetermined distanceuntil the ball reaches the landing position.

According to a further aspect of the present invention, there isprovided a method of processing video game images for a video gamemachine for playing a volleyball video game by displaying two volleyballteams on a court in a virtual space, at least one of the volleyballteams having a plurality of player characters controllable by a gameplayer. The method comprises the steps of determining a landing positionof a ball in the virtual space, displaying an indicia at the determinedlanding position of the ball on the monitor, and controlling either oneof the player characters to make a receiving action to receive the ballwhen the either one of the player characters and the indicia are spacedfrom each other by a predetermined distance until the ball reaches thelanding position.

According to a still further aspect of the present invention, there isprovided a recording medium storing a computer program for controlling avideo game machine for playing a volleyball video game to display twovolleyball teams on a court in a virtual space, at least one of thevolleyball teams having a plurality of player characters controllable bya game player. The computer program comprises the steps of determining alanding position of a ball in the virtual space, displaying an indiciaat the determined landing position of the ball on the monitor, andcontrolling either one of the player characters to make a receivingaction to receive the ball when the either one of the player charactersand the indicia are spaced from each other by a predetermined distanceuntil the ball reaches the landing position.

According to a yet still further aspect of the present invention, thereis provided a video game machine for playing a volleyball video game,comprising a monitor for displaying two volleyball teams on a court in avirtual space, at least one of the volleyball teams having a pluralityof player characters controllable by a game player. the video gamemachine also has control means operable by the game player forcontrolling player characters, selecting means for selecting a playercharacter to make an attacking action when either one of the playercharacters receives a ball, receiving means for receiving an inputsignal from the control means for the selected player character when aplayer character as a setter sets the ball, and action control means forcontrolling the selected player character to make the attacking actionto attack the ball in response to the received input signal.

According to another aspect of the present invention, there is provideda video game machine for playing a volleyball video game, comprising amonitor for displaying two volleyball teams on a court in a virtualspace, at least one of the volleyball teams having a plurality of playercharacters controllable by a game player. The video game machine alsohas control means operable by the game player for controlling playercharacters, selecting means for selecting a plurality of playercharacters to make an attacking action when either one of the playercharacters receives a ball, receiving means for receiving input signalsfrom the control means for the selected player characters when a playercharacter as a setter sets the ball, and action control means forcontrolling either one the selected player characters to fake theattacking action and controlling either one of the selected playercharacters to make the attacking action in response to the inputsignals.

According to still another aspect of the present invention, there isprovided a video game machine for playing a volleyball video game,comprising a monitor for displaying two volleyball teams on a court in avirtual space, at least one of the volleyball teams having a pluralityof player characters controllable by a game player. The video gamemachine also has control means operable by the game player forcontrolling player characters, selecting means for selecting a pluralityof player characters to make a blocking action when one of the playercharacters as a setter of an opposing one of the volleyball team sets aball, receiving means for receiving an input signal from the controlmeans for the selected player characters, and action control means forcontrolling the selected player characters to make the blocking actionin response to the input signal.

According to yet still another aspect of the present invention, there isprovided a method of processing video game images for a video gamemachine for playing a volleyball video game by displaying two volleyballteams on a court in a virtual space, at least one of the volleyballteams having a plurality of player characters controllable by a gameplayer. The method comprises the steps of selecting a player characterto make an attacking action when either one of the player charactersreceives a ball, receiving an input signal for the selected playercharacter when a player character as a setter sets the ball, andcontrolling the selected player character to make the attacking actionto attack the ball in response to the received input signal.

According to a further aspect of the present invention, there isprovided a method of processing video game images for a video gamemachine for playing a volleyball video game by displaying two volleyballteams on a court in a virtual space, at least one of the volleyballteams having a plurality of player characters controllable by a gameplayer. The method comprises the steps of selecting a plurality ofplayer characters to take part in an attacking action when either one ofthe player characters receives a ball, receiving input signals for therespective selected player characters when a player character as asetter sets the ball, and controlling either one of the selected playercharacters to fake the attacking action and controlling either one ofthe selected player characters to make the attacking action in responseto the input signals.

According to a still further aspect of the present invention, there isprovided a method of processing video game images for a video gamemachine for playing a volleyball video game by displaying two volleyballteams on a court in a virtual space, at least one of the volleyballteams having a plurality of player characters controllable by a gameplayer. The method comprises the steps of selecting a plurality ofplayer characters to make a blocking action when one of the playercharacters as a setter of an opposing one of the volleyball team sets aball, receiving an input signal for the selected player characters, andcontrolling the selected player characters to make the blocking actionin response to the input signal.

According to a yet still further aspect of the present invention, thereis provided a recording medium storing a computer program forcontrolling a video game machine for playing a volleyball video game todisplay two volleyball teams on a court in a virtual space, at least oneof the volleyball teams having a plurality of player characterscontrollable by a game player. The computer program comprises the stepsof selecting a player character to make an attacking action when eitherone of the player characters receives a ball, receiving an input signalfor the selected player character when a player character as a settersets the ball, and controlling the selected player character to make theattacking action to attack the ball in response to the received inputsignal.

According to another aspect of the present invention, there is provideda recording medium storing a computer program for controlling a videogame machine for playing a volleyball video game to display twovolleyball teams on a court in a virtual space, at least one of thevolleyball teams having a plurality of player characters controllable bya game player. The computer program comprises the steps of selecting aplurality of player characters to take part in an attacking action wheneither one of the player characters receives a ball, receiving inputsignals for the respective selected player characters when a playercharacter as a setter sets the ball, and controlling either one of theselected player characters to fake the attacking action and controllingeither one of the selected player characters to make the attackingaction in response to the input signals.

According to still another aspect of the present invention, there isprovided a recording medium storing a computer program for controlling avideo game machine for playing a volleyball video game to display twovolleyball teams on a court in a virtual space, at least one of thevolleyball teams having a plurality of player characters controllable bya game player. The computer program comprises the steps of selecting aplurality of player characters to make a blocking action when one of theplayer characters as a setter of an opposing one of the volleyball teamsets a ball, receiving an input signal for the selected playercharacters, and controlling the selected player characters to make theblocking action in response to the input signal.

The above and other objects, features, and advantages of the presentinvention will become apparent from the following description when takenin conjunction with the accompanying drawings which illustrate apreferred embodiment of the present invention by way of example.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of a video game machine for playing avolleyball video game according to the present invention;

FIG. 2 is a view showing a virtual volleyball court and playercharacters displayed on a television monitor by the video game machine;

FIG. 3 is a view illustrative of the manner in which a control panel isoperated to control player characters in a receiving action;

FIG. 4 is a view illustrative of the manner in which the control panelis operated to control player characters in the receiving action;

FIG. 5 is a view illustrative of the manner in which the control panelis operated to control player characters in an attacking action;

FIG. 6 is a view illustrative of the manner in which the control panelis operated to control player characters in a blocking action;

FIG. 7 is a view illustrative of the position of a viewpoint of thevideo game machine;

FIG. 8 is a view showing an volleyball game image displayed on thetelevision monitor;

FIG. 9 is a view showing another volleyball game image displayed on thetelevision monitor;

FIG. 10 is a view showing still another volleyball game image displayedon the television monitor;

FIG. 11 is a view showing yet still another volleyball game imagedisplayed on the television monitor;

FIGS. 12A and 12B are diagrams of tables of landing positions;

FIG. 13 is a flowchart of a processing sequence of a receiving process;

FIGS. 14 through 16 are a flowchart of a processing sequence of anattacking process;

FIG. 17 is a flowchart of a processing sequence of a blocking process;and

FIG. 18 is a flowchart of a processing sequence of a viewpoint changingprocess.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT ARRANGEMENT OFVOLLEYBALL GAME SYSTEM:

An arrangement of a video game machine according to the presentinvention for playing a volleyball video game, i.e., a volleyball videogame system, will be described below. FIG. 1 shows in block form thevideo game machine according to the present invention. As shown in FIG.1, the video game machine comprises a video game assembly A and acircuit board 1 accommodated in the video game assembly A.

The video game assembly A comprises a television monitor (also referredto as a “monitor”) TV, a pair of speakers LSP, RSP, and a control panelCP. The control panel CP has a first control system C1 and a secondcontrol system C2 which can be operated respectively by two game playersso that a volleyball video game may be played by the two game players atthe same time. The first control system C1 comprises a first lever L1and a plurality of first buttons C1 a-C1 c, and the second controlsystem C2 comprises a second lever L2 and a plurality of second buttonsC2 a-C2 c. The control panel CP also has a start button SL for startinga volleyball video game from the first control system C1, a start buttonST for starting a volleyball video game from the second control systemC2, and a coin insertion slot CH.

The circuit board 1 comprises a CPU (Central Processing Unit) 2, a ROM(Read-Only Memory) 3, a RAM (Random-Access Memory) 4, an interface 7, anaudio circuit 8, and a display circuit 9. The ROM 3, the RAM 4, theinterface 7, the audio circuit 8, and the display circuit 9 areconnected to the CPU 2 by a bus B which comprises an address bus, a databus, and a control bus.

The ROM 3 stores a basic program serving as an operating system, a gameprogram for a volleyball video game, and various data. The RAM 4 servesas a work memory area for the CPU 1 for temporarily storing variousdata. The interface 7 reads control data from the control panel CP. Theaudio circuit 8 supplies an audio signal to the speakers LSP, RSP. Thedisplay circuit 9 has a display buffer (VPAM) 10 for storing video data(image data) to be displayed on the monitor TV, and supplies a videosignal (image signal) based on the video data stored in the displaybuffer 10 to the monitor TV.

The volleyball video game system shown in FIG. 1 basically operates asfollows: When the volleyball video game system is switched on, the CPU 2initializes the audio 8, the display circuit 9, and the video gameassembly 9 based on the operating system stored in the ROM 3.

Then, the CPU 2 reads the game program stored in the ROM 3 and data usedin the execution of the game program, and loads the game program and thedata into the RAM 4. The CPU 2 also reads volleyball image data from theROM 3 and stores the volleyball image data into the RAM 4. Thereafter,the CPU 2 proceeds with the volleyball video game based on the gameprogram loaded in the RAM 4 or input signals (commands) which the gameplayer or players enter through the control panel CP. Specifically, theCPU 2 control image processing or controls internal processing based onthe game program or commands from the game player or players. The imageprocessing includes issuing various image displaying instructions to thedisplay circuit 9, and the internal processing includes carrying outcalculations depending on operations on the control panel CP.

One example of the image processing for displaying an image of athree-dimensional object using polygons on the television monitor TVwill be described below. In the RAM 4, there is generated a table ofabsolute coordinate data of the polygons, angular displacement data ofthe object, and linear displacement data of the object. In the RAM 4,there is also generated a table of texture address data and colorpalette address data. The CPU 2 then reads the absolute coordinate dataof the polygons, the angular displacement data of the object, and thelinear displacement data of the object from the table in the RAM 4. TheCPU 2 converts the absolute coordinate data of the polygons into polygonvertex address data which represent vertex position (coordinate) data inthe display buffer 10 of the object that comprises a collection ofpolygons. The CPU 2 then reads the texture address data and the colorpalette address data from the table in the RAM 4. The CPU 2 transfersthe texture address data, the color palette address data, and thepolygon vertex address data to the display circuit 9.

The display circuit 9 establishes ranges of polygon surfaces (whichranges are surrounded by straight lines interconnecting the vertexes ofthe polygons) in the display buffer 10 based on the polygon vertexaddress data, and then reads those texture address data and colorpalette address data which correspond to the polygon vertex addressdata, based on the texture address data and the color palette addressdata stored in the RAM 4. The CPU 2 then writes the read the textureaddress data and color palette address data into the established ranges.This process is generally referred to as “texture mapping”. In thismanner, the display buffer 10 stores display image data of the object.The display circuit 9 then outputs the display image data from thedisplay buffer 10 to the monitor TV. The monitor TV then displays on itsdisplay screen an image based on the display image data from the displaybuffer 10.

Outline of Volleyball Game

When the game program stored in the ROM 3 is loaded into the RAM 4 andthe CPU 2 executes the game program, the volleyball video game systemsupplies the volleyball video game to the game player or players.

Specifically, the volleyball video game system displays a volleyballcourt in a virtual three-dimensional game space on the display screen ofthe monitor TV. More specifically, as shown in FIG. 2, a volleyballcourt 50 as viewed from an upper position alongside of a sideline isdisplayed on the display screen of the monitor TV. The volleyball videogame system also displays two volleyball teams for playing a volleyballmatch on the volleyball court 50 on the display screen of the monitorTV. For example, a volleyball team M is displayed on a left-hand side ofthe volleyball court 50, and a volleyball team E is displayed on aright-hand side of the volleyball court 50, as shown in FIG. 2.

Player characters M1-M6 (collectively referred to as a player characterM) of the volleyball team M are controlled by the game player or one ofthe game players, and player characters E1-E6 (collectively referred toas a player character E) of the volleyball team E are controlled by theCPU 2 or the other game player.

The volleyball video game performed by the volleyball video game systemis governed by the actual volleyball rules. Therefore, the volleyballteam which first wins three sets each with 15 points wins the volleyballvideo game.

Control Panel Operation

Operation of the control panel CP to control player characters will bedescribed below with reference to FIGS. 3 through 6. FIGS. 3 through 6are illustrative of the manner in which the control panel CP is operatedto control player characters in receiving, attacking, and blockingactions. If the volleyball video game system is played by a single gameplayer, the game player may use either the first control system C1 orthe second control system C2. The first control system C1 and the secondcontrol system C2 can be operated in exactly the same manner as eachother, regardless of whether it is operated to control the playercharacters M1-M6 or the player characters E1-E6. Operation of the firstcontrol system C1 will be described below, with the second controlsystem C2 referred to when necessary.

When the game player uses the first control system C1, the game playercontrols the player characters M1-M6. The player characters M1-M6 arecontrolled basically in four actions, i.e., a serving action, areceiving action, an attacking (spiking) action, and a blocking action.Setting the ball with a player character as a setter and rotating theplayer characters are automatically carried out by the CPU 2. However,setting the ball and rotating the player characters may also be carriedout by the game player.

For controlling a serving action, either one of the first buttons C1a-C1 c of the first control system C1 is assigned as a serve button.Each of the player characters M1-M6 is basically to make a float servewhen it is a server, and the CPU 2 automatically sets the ball B (seeFIGS. 3-6) for the server. If the game player presses the serve buttonwith good timing when the ball B is set, the player character M as theserver hits the ball B into the other team's court section. The speed,path, and landing position of the ball B are determined by the timingwith which the game player presses the serve button. If the game playerdoes not press the serve button, the player character M as the servermisses the set ball B.

A receiving action is performed as follows: When the player character asthe server of the other team hits the set ball B in a serving action,the landing position of the ball B is determined. Then, as shown in FIG.3, a first circular cursor K1 indicative of the landing position of theball B is displayed on the monitor TV. The CPU 2 then determines one ofthe player characters M1-M6 which is most appropriately positioned toreceive the serve, e.g., the player character M closest to the firstcursor K1, i.e., the player character M2 in FIG. 3, and displays asecond circular cursor K2 around the feet of the determined playercharacter M2.

The determined player character M2 is now controllable by the gameplayer with the first lever L1. When the game player moves the playercharacter M2 toward the first cursor K1, the second cursor K2 also moveswith the player character M2. When the second cursor K2 reaches acertain distance from the first cursor K1 before the ball B arrives atthe landing position, the player character M2 becomes uncontrollable,and then, as shown in FIG. 4, the player character M2 automaticallymoves onto the first cursor K1, and the second cursor K2 is fullysuperposed on the first cursor K1. The player character M2 automaticallyreceives the ball B as it flies to the landing position. The receivedball B then moves toward a player character as a setter, e.g., theplayer character M4 in FIG. 3.

An attacking action is performed as follows: When the ball B is receivedby the player character as the setter, e.g., the player character M4,three player characters M other than the player character M4 areselected, e.g., two player characters M from the front row and oneplayer character M from the back row. The first buttons C1 a-C1 c areassigned as attack buttons to the respective selected three playercharacters.

When the game player then presses either one of the first buttons C1a-C1 c, as shown in FIG. 5, the player character M corresponding to thepressed attack button, e.g., the player character M2, starts an approachrun. When the ball B reaches the setter, i.e., the player character M4in FIG. 5, the player character M4 automatically sets the ball B. Theplayer character M2 then attacks the ball B. The path and landingposition of the attacked ball B vary depending on the timing with whichthe attack button is pressed.

When the setter, i.e., the player character M4 in FIG. 5, sets the ballB, the ball B changes its color for a predetermined period of time. Whenthe game player presses either one of the first buttons C1 a-C1 c whilethe color of the ball B is being changed, the attacker or the playercharacter M2 attacks the ball B in a manner depending on the pressedbutton. Specifically, if the game player presses the first button C1 a,then the player character M2 hits the ball B with a normal strength ofpower. If the game player presses the first button C1 b, then the playercharacter M2 hits the ball B with a greater strength of power. If thegame player presses the first button C1 c, then the player character M2makes a tipping action, i.e., returns the ball B slowly to the otherteam's court section.

When the game player presses plural ones of the first buttons C1 a-C1 csuccessively before the ball B reaches the setter, i.e., the playercharacter M2, the player characters M to which the first buttons C1 a-C1c have been assigned engages in a combination play. Specifically, if thegame player presses all the first buttons C1 a-C1 c successively, theplayer characters M start their approach runs in the sequence in whichthe first buttons C1 a-C1 c are pressed. The setter sets the ball B forthe player character M corresponding to the last pressed first button.The player characters M corresponding to the first buttons which havebeen pressed first and second, respectively, fake spiking the ball B.and the player character M corresponding to the last pressed firstbutton attacks the ball B.

The combination play may be available in a two-player combination playmode or a three-player combination play mode depending on the number offirst buttons pressed before the ball B reaches the setter. The sequencein which the player characters M engage in a combination play variesdepending on the sequence in which the game player presses the firstbuttons C1 a-C1 c. In FIG. 5, the first button corresponding to theplayer character M3, e.g., the first button C1 a, and the first buttoncorresponding to the player character M2, e.g., the first button C1 b,are successively pressed in the order named for thereby causing theplayer character M3, M2 to engage in the two-player combination playmode.

A blocking action is performed as follows: When the ball B is set by thesetter, the ball B changes its color for a predetermined period of time,as described above. At this time, as shown in FIG. 6, the second buttonsC2 a-C2 c of the second control system C are assigned respectively tothe player characters in the front row of the other team, e.g., theplayer characters E1-E3 in FIG. 6. When the game player presses some orall of the second buttons C2 a-C2 c, the player characters correspondingto the pressed second buttons perform a blocking action.

Specifically, if the game player presses two of the second buttons C2a-C2 c, then the two player characters corresponding to the pressedsecond buttons perform a blocking action. If the game player presses allthe three second buttons C2 a-C2 c, then the three player charactersE1-E3 perform a blocking action. In this manner, a two-player orthree-player blocking action is performed depending on the number ofsecond buttons C2 a-C2 c which are pressed.

FIG. 6 shows the manner in which the player characters E1, E2 engage ina blocking action. Whether or not the blocking action succeeds or notdepends on the timing with which the game player presses the secondbuttons C2 a-C2 c. While a blocking action using the second controlsystem C2 has been described above, a blocking action can also beperformed using the first control system C1.

Viewpoint Position of Volleyball Video Game System

The volleyball video game system changes the position of the viewpoint(camera position) depending on the position of the ball B to display aportion of the volleyball court 50 (see FIG. 2) on the display screen ofthe television monitor TV. FIG. 7 shows the manner in which the positionof the viewpoint is changed.

FIG. 7 shows the volleyball court 50 as viewed directly from above and aviewpoint EP (camera position) with respect to the volleyball court 50.The viewpoint EP has its axis EA directed at all times such that avertical plane containing the axis EA extends perpendicularly toextensions of sidelines of the volleyball court 50, i.e., parallel tothe net. When the ball B is fixed, the axis EA and the center of theball B are positioned on the same plane. There is established arectangular plane which is positioned more closely to the viewpoint EAthan the sideline of the court 50, has its vertexes on lines EL of sightfrom the viewpoint EP, and lies perpendicularly to the axis EA. Theportion of the volleyball court 50 that is displayed on the displayscreen of the television monitor TV is the court 50 projected onto therectangular plane thus established. When the ball B moves along thesidelines as a result of a serving action, the viewpoint EP also movesparallel to the sidelines. Since a visible range determined on theviewpoint EP and the axis EA is thus changed, the court 50 as it isdisplayed on the monitor TV is relatively moved.

The viewpoint EP moves based on the landing position of the ball B.Specifically, when the ball B is hit by a serving action, the landingposition of the ball B is determined, and the first cursor K1 isdisplayed at the landing position. If the ball B is served from aservice area on the right-hand side of the court 50 in FIG. 7 and landedon the first cursor K1 in a left-hand court section, the viewpoint EPmoves to the left after the serving action. At this time, the viewpointEP is accelerated at a speed higher than the speed of the ball B untilthe axis EA and the midpoint of a straight line interconnecting thecenter of the ball B at the position from which the ball B starts tomove and the center of the first cursor K1 are positioned in the sameplane, and thereafter is gradually decelerated and stopped when the axisEA and the center of the first cursor K1 are positioned in the sameplane. After the viewpoint EP is stopped, the ball B shows up on thedisplay screen of the monitor TV.

FIG. 8 shows a volleyball game image displayed on the monitor TV beforethe viewpoint EP is in the position from which the ball B starts tomove, as shown in FIG. 7. FIG. 9 shows a volleyball game image displayedon the monitor TV immediately after the viewpoint EP is stopped afterhaving moved, as shown in FIG. 7. FIG. 10 shows a volleyball game imagedisplayed on the monitor TV when the ball B shows Lip in the volleyballgame image shown FIG. 9.

As shown in FIG. 11, the viewpoint EP moves upwardly if the ball B wouldotherwise disappear off the monitor screen of the monitor TV from anupper edge thereof. In FIGS. 8-11, the area actually displayed on themonitor screen of the monitor TV is indicated as being surrounded by arectangular frame which represents the monitor screen of the monitor TV.

Processing Operation of Volleyball Video Game System

Processing operation of the volleyball video game system when it playsvolleyball will be described below. After the CPU 2 has initialized theaudio circuit 8, the display circuit 9, and the video game assembly 9,as described above, the CPU 2 executes the game program to display astartup image (not shown) on the monitor TV. Then, the CPU 2 displaysthe characters “INSERT COIN” on the monitor TV, prompting the gameplayer to insert a coin into the coin insertion slot CH.

When a coin is inserted into the coin insertion slot CH, the CPU 2detects the number of inserted coins, i.e., a credit number, anddisplays the credit number. If one coin is inserted, then the CPU 2displays the characters “PRESS 1P BUTTON” on the monitor TV. If two ormore coins are inserted, then the CPU 2 displays the characters “PRESS1P OR 2P BUTTON” on the monitor TV.

When the game player presses the start button SL or the start button ST,a volleyball game in a one-player (player vs. CPU) mode starts. When thegame player presses the start button SL and the start button ST, avolleyball game in a two-player (player vs. layer) mode starts.

Prior to the start of a volleyball game, tables 4 a, 4 b shown in FIGS.12A and 12B are generated in the RAM 4. The tables 4 a, 4 b are usedwhen a receiving action is performed and the viewpoint EP is moved. FIG.12A shows the table 4 a which is used in the two-player mode, and FIG.12B shows the table 4 b which is used in the one-player mode.

As shown in FIG. 12A, the table 4 a stores landing positions and arrivaltimes of the ball B in relation to the information of timing (timinginformation) with which the ball B is hit in response to an operation ofthe game player. The timing information represents timing with which theserve button and the attack buttons are pressed. Specifically, if aplayer character M or E engages in a serving action, then the timinginformation represents a time spent after the player character M or E asa server throws the ball B until either one of the first buttons C1 a-C1c or the second buttons C2 a-C2 c, assigned as a serve button, ispressed. If a player character M or E engages in an attacking action,then the timing information represents a time spent after the ball B isreceived by the player character M or E until either one of the firstbuttons C1 a-C1 c or the second buttons C2 a-C2 c, assigned as an attackbutton, is pressed.

The table 4 b stores landing positions and arrival times of the ball Bin relation to random numbers which the CPU 2 detects from a randomnumber table (not shown).

The tables 4 a, 4 b shown in FIGS. 12A and 12B may be used as tables forthe ball B that is hit by a serving action, and other tables for theball B that is hit by an attacking action may be generated in the RAM 4.Tables storing landing positions of the ball B may be generated withrespect to the respective player characters M or E.

A position table (not shown) storing positional data of the viewpointEP, the ball B, the player characters M, and the player characters E isgenerated in the RAM 4. The positional data stored in the position tableare updated from time to time by the CPU 2 or the display circuit 9. Forexample, the positional data stored in the position table are updatedeach time one frame of image data is processed.

A receiving process carried out by the video game system while avolleyball game is being carried out will be described below. FIG. 13shows a processing sequence of a receiving process. A receiving processis started when the ball B is hit by the other team. A receiving processin which the game player uses the first control system C1 to control theplayer characters M when the ball B is served by the volleyball team Ewill be described below.

The CPU 2 determines a landing position of the ball B served by thevolleyball team E in step S101. Specifically, if the volleyball game isperformed in the two-player mode, then the CPU 2 acquires timinginformation (time) based on a serve signal and an attack signal (bothcorresponding to input signals) which are received from the controlpanel CP through the interface 7, reads a landing position correspondingto the timing information from the table 4 a (see FIG. 12A), anddetermines the read landing position as a landing position of the servedball B. If the volleyball game is performed in the one-player mode, theCPU 2 randomly detects a random number form the random number table,reads a landing position corresponding to the random number from thetable 4 b (see FIG. 12B), and determines the read landing position as alanding position of the served ball B. Thereafter, control goes to stepS102.

In step S102, the CPU 2 reads an arrival time corresponding to thelanding position determined in step S101 from the table 4 a or 4 b.Thereafter, control goes to step S103.

In step S103, the CPU 2 calculates an initial ball speed at which theball B can reach the landing position within the arrival time read instep S102. Thereafter, control goes to step S104.

In step S104, the CPU 2 controls the ball B to fly at the initial speedread in step S103. Specifically, the CPU 2 displays the ball S104 inflight at the initial speed read in step S103 on the monitor TV.Thereafter, control goes to step S105.

In step S105, the CPU 2 displays the first cursor Kl at the landingposition determined in step S101, as shown in FIG. 3. Thereafter,control goes to step S106.

In step S106, the CPU 2 selects a most appropriate player character Mwith respect to the first cursor K1. For example, the CPU 2 calculatesdistances between the position of the first cursor K1 and the positionsof the player characters M which are stored in the position table (notshown), and selects a player character M whose distance to the firstcursor K1 is the shortest, as the most appropriate player character.Thereafter, control goes to step S107.

In step S107, the CPU 2 displays the second cursor F2 around the feet ofthe player character M selected in step S106. Thereafter, control goesto step S108.

In step S108, the CPU 2 assigns the first lever Li to controlling theplayer character M selected in step S106, and detects the position ofthe second cursor K2. Thereafter, control goes to step S109.

In step S109, the CPU 2 decides whether or not the distance between thefirst cursor K1 and the second cursor K2 is smaller than a predeterminedsuccessful receiving distance stored in the RAM 4. If the distancebetween the first cursor K1 and the second cursor K2 is smaller than thepredetermined successful receiving distance (YES in step S109), thencontrol goes to step S110. If the distance between the first cursor K1and the second cursor K2 is equal to or greater than the predeterminedsuccessful receiving distance (NO in step S109), then control goes tostep S112.

In step S110, the CPU 2 fully superposes the second cursor K2 and thefirst cursor K1. The position of the player character M is thuscorrected into the position of the first cursor K1 i.e., the landingposition of the ball B. Thereafter, control goes to step S111.

In step S111, the CPU 2 causes the player character M positionallycorrected into the landing position to receive the ball B. The ball Bflying toward the landing position is received by the player characterM, and then flies toward a player character M which will serve as asetter, as displayed on the monitor TV. After step S111, the receivingprocess comes to an end.

If control goes from step S109 to step S112, then the CPU 2 decideswhether the ball B has reached the landing position or not. If the ballB has not reached the landing position (NO in step S112), then controlgoes back to step S108. If the ball B has reached the landing position(YES in step S112), then control goes to step S113.

In step S113, the CPU 2 displays an error of the game player on themonitor TV. After step S113, the receiving process comes to an end.

After step S113, if the volleyball team M, for example, has had theright to serve, then the CPU 2 transfers the right to serve to thevolleyball team E. If the volleyball team E has had the right to serve,then the CPU 2 increments the number of points of the volleyball team Eby “1”. If the number of points of the volleyball team E reaches “15”when it has been incremented by “1”, then the CPU 2 puts an end to theset. If the number of sets won by the volleyball team E reaches “3” whenthe CPU 2 puts an end to the set, then the CPU 2 puts an end to thevolleyball game.

An attacking process carried out by the video game system while avolleyball game is being carried out will be described below. FIGS.14-16 show a processing sequence of an attacking process. An attackingprocess is started when the ball B is received in step S111 shown inFIG. 13, for example. An attacking process in which the game player usesthe first control system C1 to control the player characters of thevolleyball team M to attack the ball B will be described below.

In step S201 shown in FIG. 14, the CPU 2 determines a plurality ofplayer characters M, e.g., three player characters M, capable ofengaging in an attacking action, from the player characters of thevolleyball team M. Thereafter, control goes to step S202.

In step S202, the CPU 2 assigns the first buttons C1 a-C1 c respectivelyto the three player characters M determined in step S201, and is readyto receive input signals from the first buttons C1 a-C1 c through theinterface 7. Thereafter, control goes to step S203.

In step S203, the CPU 2 decides whether either one of the first buttonsC1 a-C1 c assigned in step S202 has been pressed or not before thereceived ball B reaches a player character M as a setter. If either oneof the first buttons C1 a-C1 c has been pressed (YES in step S203), thenthe CPU 2 acquires timing information representing a time spent afterthe ball B has been received until the first button has been pressed,and stores the acquired timing information in the RAM 4. Thereafter,control goes to step S204. If either one of the first buttons C1 a-C1 chas not been pressed (NO in step S203), then control jumps to step S206.

If control goes from step S203 to step 3204, then the CPU 2 causes theplayer character M to which the button decided as being pressed in S203is assigned to make an approach run. Specifically, the CPU 2 displaysthe player character M as it makes an approach run on the monitor TV.The approach run is based on the timing information which the CPU 2 hasacquired in step S203. Thereafter, control goes to step S205.

In step S205, the CPU 2 decides whether either one of the first buttonsC1 a-C1 c, other than the button that has been decided as being pressedin step S203 before the received ball B reaches the player character Mas the setter, has been pressed or not. If either one of the firstbuttons C1 a-C1 c has been pressed (YES in step S205), then the CPU 2acquires timing information representing a time spent after the ball Bhas been received until the first button has been pressed, and storesthe acquired timing information in the RAM 4. Thereafter, control goesto step S211 (see FIG. 15). If no first button has been pressed (NO instep 3205), then control goes to step S206.

In step S206, the CPU 2 controls the player character M as the setter toset the ball B. Specifically, the CPU 2 displays the player character Mas it sets the received ball B. Thereafter, control proceeds to stepS207.

In step 3207, th e CPU 2 decides whether either one of the first buttonsC1 a-C1 c assigned in step S202 has been pressed or not. If either oneof the first buttons C1 a-C1 c has been pressed (YES in step S207), thencontrol goes to step S208. If either one of the first buttons C1 a-C1 chas not been pressed (NO in step S207), then control goes to step S210.

If control goes to step S210, then the CPU 2 displays an error of thegame player on the monitor TV. After step S210, the attacking processcomes to an end.

After step S210, if the volleyball team M, for example, has had theright to serve, then the CPU 2 transfers the right to serve to thevolleyball team E. Conversely, if the volleyball team E has had theright to serve, then the CPU 2 increments the number of points of thevolleyball team E by “1”. If the number of points of the volleyball teamE reaches “15” when it has been incremented by “1”, then the CPU 2 putsan end to the set. If the number of sets won by the volleyball team Ereaches “3” when the CPU 2 puts an end to the set, then the CPU 2 putsan end to the volleyball game.

If control goes to step S208, then the CPU 2 assigns an attack button toany one of the first buttons C1 a-C1 c. For example, the CPU 2 assignsattack buttons respectively to the first buttons C1 a-C1 c, and is readyto receive input signals from the attack buttons or the first buttons C1a-C1 c through the interface 7. Thereafter, control goes to step S209.

In step S209, the CPU 2 changes the color of the ball B set in step S206for a predetermined time. Thereafter, control goes to step S218 (seeFIG. 16).

If control proceeds from step S205 to step S211 shown in FIG. 15, theCPU 2 causes the player character M corresponding to the button decidedas being pressed in S205 to make an approach run. Specifically, the CPU2 displays the player character M as it makes an approach run on themonitor TV. The approach run is based on the timing information whichthe CPU 2 has acquired in step S205. Thereafter, control goes to stepS212.

In step S212, the CPU 2 decides whether any button, other than thebuttons that have been decided as being pressed in steps S203, S205, hasbeen pressed or not. If a button has been pressed (YES in step S212),then the CPU 2 acquires timing information representing a time spentafter the ball B has been received until the button has been pressed,and stores the acquired timing information in the RAM 4. Thereafter,control goes to step S213. If no button has been pressed (NO in stepS212), then control jumps to step S214.

In step S213, the CPU 2 causes the player character M corresponding tothe button decided as being pressed in S212 to make an approach run.Specifically, the CPU 2 displays the player character M as it makes anapproach run on the monitor TV. The approach run is based on the timinginformation which the CPU 2 has acquired in step S212. Thereafter,control goes to step S214.

In step S214, the CPU 2 controls the player character M as the setter toset the ball B for the player character M corresponding to the firstbutton finally pressed in steps S201-S213. Specifically, the CPU 2displays, on the monitor TV, the player character M as the setter whichsets the ball B for the player character M corresponding to the buttondecided as being pressed in step S205 or for the player character Mcorresponding to the button decided as being pressed in step S212.Thereafter, control goes to step S215.

In step S215, the CPU 2 assigns an attack button to any one of the firstbuttons C1 a-C1 c. For example, the CPU 2 assigns attack buttonsrespectively to the first buttons C1 a, C1 b, and is ready to receiveinput signals from these attack buttons through the interface 7.Thereafter, control goes to step S216.

In S216, the CPU 2 changes the color of the ball B set in step S215 fora predetermined time. Thereafter, control goes to step S217.

In step S218, the CPU 2 controls the player character M corresponding tothe button decided as being pressed in step S203 and/or step S205, tofake spiking the ball B. Specifically, the CPU 2 displays thecorresponding player character M as it fakes spiking the ball B on themonitor TV. At this time, if the CPU 2 has decided that the buttons havebeen pressed in steps S203, S205, S212, then the CPU 2 displays theplayer characters M corresponding to the buttons decided as beingpressed in steps S203, S205, as they fake spiking the ball B, on themonitor TV. If the CPU 2 has decided that the buttons have been pressedin steps S203, S205, then the CPU 2 displays the player character Mcorresponding to the button decided as being pressed in step S203, as itfakes spiking the ball B, on the monitor TV. In this manner, atwo-player combination play mode or a three-player combination play modeis carried out. Thereafter, control proceeds from step S217 to step S218shown in FIG. 16.

In step S218, the CPU 2 decides whether either one of the first buttonsC1 a, C1 b assigned as attack buttons has been pressed or not while thecolor of the ball B is changing. If either one of the first buttons C1a, C1 b has been pressed (YES in step S218), then control goes to stepS219. If either one of the first buttons C1 a, C1 b has not been pressed(NO in step S218), then control goes to step S222.

If control goes from step S218 to step S219, then the CPU 2 decideswhether the button decided as being pressed in step S218 is the firstbutton C1 a or not. If the pressed button is the first button C1 a (YESin step S219), then control goes to step S220. If the pressed button isnot the first button C1 a (NO in step S219), then control goes to stepS223.

If control goes from step S219 to step S220, then the CPU 2 decideswhether the button decided as being pressed in step S218 is the firstbutton C1 b or not. If the pressed button is the first button C1 b (YESin step S220), then control goes to step S221. If the pressed button isnot the first button C1 b (NO in step S220), then control goes to stepS224.

If control goes from step S220 to step S221, then the CPU 2 controls theplayer character M corresponding to the button finally pressed beforethe ball B reaches the setter, to tip the ball B. Specifically, the CPU2 displays the corresponding player character M as it tips the ball B onthe monitor TV. After step S221, the attacking process is brought to anend.

If control goes from step S218 to step S222, then the CPU 2 controls theplayer character M corresponding to the button finally pressed beforethe ball B reaches the setter, to return the ball B as an easilyreceivable ball. Specifically, the CPU 2 displays the correspondingplayer character M as it returns the ball B as a ball that can easily bereceived by a player character E in the court section of the volleyballteam E. After step S222, the attacking process is brought to an end.

If control goes from step S219 to step S223, then the CPU 2 controls theplayer character M corresponding to the button finally pressed beforethe ball B reaches the setter, to attack the ball B with a normalstrength of power to the court section of the volleyball team E.Specifically, the CPU 2 displays the corresponding player character M asit attacks the ball B with a normal strength of power on the monitor TV.After step S223, the attacking process is brought to an end.

If control goes from step S220 to step S224, then the CPU 2 controls theplayer character M corresponding to the button finally pressed beforethe ball B reaches the setter, to attack the ball B with a strongstrength of power to the court section of the volleyball team E.Specifically, the CPU 2 displays the corresponding player character M asit attacks the ball B with a strong strength of power on the monitor TV.After step S224, the attacking process is brought to an end.

After the attacking process, the CPU 2 decides whether the attacked ballB touches the net. If the CPU 2 decides that the attacked ball B doesnot touch the net, then the CPU 2 executes a receiving action of thevolleyball team E. If the CPU 2 decides that the attacked ball B touchesthe net, then the CPU 2 displays the ball B as it touches the net, anddisplays an error on the monitor TV. Then, the CPU 2 carries out aprocess resulting from the error.

If the volleyball game is performed in the two-player mode, then thevolleyball video game system carries out a blocking action by playercharacters (player characters E in this example) of the opponent's team(the volleyball team E in this example) concurrent with the aboveattacking process. FIG. 17 shows an processing sequence of a blockingprocess. A blocking process is started when the bail B set in step S209or S216 in the attacking process changes its color.

In step S301 shown in FIG. 17, the CPU 2 determines a plurality ofplayer characters E, e.g., three player characters M, which will betaking part in a blocking action, from the player characters of thevolleyball team E. Thereafter, control goes to step S302.

In step S302, the CPU 2 assigns the second buttons C2 a-C2 crespectively to the three player characters E determined in step S301,and is ready to receive input signals from the second buttons C2 a-C2 cthrough the interface 7. Thereafter, control goes to step S303.

In step S303, the CPU 2 decides whether either one of the second buttonsC2 a-C2 c assigned in step S302 has been pressed or not before thechanging of the color of the ball B is finished. If either one of thesecond buttons C2 a-C2 c has been pressed (YES in step S303), then theCPU 2 acquires timing information representing a time spent after theball B has started changing its color until the second button has beenpressed, and stores the acquired timing information in the RAM 4.Thereafter, control goes to step S304. If either one of the secondbuttons C2 a-C2 c has not been pressed (NO in step S303), then theblocking process is ended, and control goes to a receiving process bythe volleyball team E. If the volleyball game is performed in thetwo-player mode, then the receiving process by the volleyball team E isthe same as the receiving process shown in FIG. 13.

If control proceeds from step S303 to step S304, then the CPU 2 decideswhether a button, other than the button that has been decided as beingpressed in step S303 before the changing of the color of the ball B isfinished, has been pressed or not. If a button has been pressed (YES instep S304), then the CPU 2 acquires timing information representing atime spent after the ball B has started changing its color until thebutton has been pressed, and stores the acquired timing information inthe RAM 4. Thereafter, control goes to step S306. If no button has beenpressed (NO in step S304), then control goes to step S305.

If control goes from step S304 to step S305, then the CPU 2 controlsthose player characters E to which buttons decided as being pressed instep S303 are assigned, to block the ball B. Specifically, the CPU 2displays the corresponding player characters E as they block the ball Bon the monitor TV. The blocking action is based on the timinginformation which the CPU 2 has acquired in step S303. After step S305,the blocking action is ended. If the blocking action is successful, thencontrol shifts to a receiving process, which is the same as thereceiving process shown in FIG. 13, by the volleyball team M. If theblocking action is unsuccessful, then control shifts to a receivingprocess by the volleyball team E. If the blocked ball B goes out ofbounds, then the CPU 2 displays an error and executes a processresulting from the error.

If control goes from step S304 to step S306, then the CPU 2 decideswhether any button, other than the buttons that have been decided asbeing pressed in steps S303, S304, has been pressed or not. If a buttonhas been pressed (YES in step S306), then the CPU 2 acquires timinginformation representing a time spent after the ball B has startedchanging its color until the button has been pressed, and stores theacquired timing information in the RAM 4. Thereafter, control goes tostep S308. If no button has been pressed (NO in step S306), then controljumps to step S307.

In step S307, the CPU 2 controls the player characters E to which thebuttons that have been decided as being pressed in steps S303, S304 areassigned, to perform a blocking action. Specifically, the CPU 2 displaysthe corresponding player characters E as they perform a two-playerblocking action on the monitor TV. This blocking action is based on thetiming information which the CPU 2 has acquired in steps S303, S304.After step S307, the blocking action is ended. Thereafter, the sameprocess as effected after step S305 is carried out.

In step S308, the CPU 2 controls the player characters E to which thebuttons that have been decided as being pressed in steps S303, S304,S306 are assigned, to perform a blocking action. Specifically, the CPU 2displays the corresponding player characters E as they perform athree-player blocking action on the monitor TV. This blocking action isbased on the timing information which the CPU 2 has acquired in stepsS303, S304, S306. After step S308, the blocking action is ended.Thereafter, the same process as effected after step S305 is carried out.

A viewpoint changing process for changing the viewpoint (cameraposition) will be described below. FIG. 18 shows a processing sequenceof a viewpoint changing process. A viewpoint changing process is startedwhen a volleyball game start image as shown in FIG. 8 is displayed onthe monitor TV.

In S401 shown in FIG. 18, the CPU 2 sets the viewpoint EP to theposition of the ball B. At this time, the viewpoint EP is establishedsuch that the axis EA thereof will lie on the same plane as the centerof the ball B. The CPU 2 then displays the volleyball game start image(see FIG. 8) with the viewpoint EP aligned with the ball B on themonitor TV. Then, control proceeds to step S402.

In step S402, the CPU 2 determines a landing position of the ball B. Theprocessing in step S402 is the same as the processing in step S101 (seeFIG. 13), and hence will not be described in detail below. Thereafter,control proceeds to step S403.

In step S403, the CPU 2 determines a time for the ball B to arrive atthe landing position that has been determined in step S402. Theprocessing in step S403 is the same as the processing in step S102 (seeFIG. 13), and hence will not be described in detail below. Thereafter,control proceeds to step S404.

In step S404, the CPU 2 calculates an intermediate position between thepresent position of the ball B stored in the position table and thelanding position determined in step S402, based on the present positionand the landing position. Thereafter, control proceeds to step S405.

In step S405, the CPU 2 calculates initial ball speed of the ball B. Theprocessing in step S405 is the same as the processing in step S103 (seeFIG. 13), and hence will not be described in detail below. Thereafter,control proceeds to step S406.

In step S406, the CPU 2 controls the ball B to fly. The processing instep S406 is the same as the processing in step S104 (see FIG. 13), andhence will not be described in detail below. Thereafter, controlproceeds to step S407.

In step S407, the CPU 2 moves the viewpoint EP toward the landingposition, i.e., the first cursor K1. At this time, the viewpoint EP isaccelerated at a speed higher than the speed of the ball B along a pathparallel to the sidelines of the court 50 (see FIG. 7). The monitor TVdisplays the court 50 as it moves relatively to the right on the displayscreen, and the ball B as it disappears from the right-hand edge of thedisplay screen. Thereafter, control proceeds to step S408.

In step S408, the CPU 2 gradually reduces the speed of the viewpoint EPafter it has passed the intermediate position calculated in step S404.Thereafter, control proceeds to step S409.

In step S409, the CPU 2 decides whether the viewpoint EP has reached thelanding position, i.e., the first cursor K1, or more specificallywhether the viewpoint EP and the center of the first cursor K1 lie onthe same plane or not. If the viewpoint EP has not reached the landingposition (NO in step S409), then control goes back to step S408, and theCPU 2 executes steps S408, S409 until the viewpoint EP has reached thelanding position. If the viewpoint EP has reached the landing position(YES in step S409), then control proceeds to step S410.

In step S410, the CPU 2 stops the movement of the viewpoint EP. At thistime, the monitor TV displays the image shown in FIG. 9. Thereafter,control proceeds to step S411.

In step S411, the CPU 2 decides whether the ball B has come near thelanding position or not. If the ball B has come near the landingposition (YES in step S411), then control goes to step S412. If the ballB has not come near the landing position (NO in step S411), then the CPU2 repeats the processing in step S411 until the ball B has come near thelanding position.

If control goes from step S411 to step 412, then the CPU 2 decideswhether the ball B has been received by any player character M or not.If the ball B has been received by any player character M (YES in stepS412), then control returns to step S401, and steps S401-S412 arerepeated until the ball B has been decided as being not received by anyplayer character M. If the ball B has not been received by any playercharacter M (NO in step S412), then control goes to step S413.

In step S413, the CPU 2 keeps the viewpoint E fixed. After step S413,the viewpoint changing process is brought to an end. Thereafter, the CPU2 displays a volleyball game start image again on the display screen ofthe monitor TV. If the set is over, then the CPU 2 displays a set endimage on the display screen of the monitor TV. If the volleyball matchis over, then the CPU 2 displays a game end image on the display screenof the monitor TV.

The RAM 4 stores a threshold value for changing the viewpoint EPdepending on the height of the ball B. In the viewpoint changing processshown in FIG. 18, the CPU 2 compares, from time to time, the height ofthe ball B, i.e., the position of the ball B stored in the positiontable, with the threshold value. Insofar as the height of the ball B isgreater than the threshold value, the CPU 2 moves the viewpoint EP acertain distance perpendicularly to the plane of the court 50, and thenmoves the viewpoint EP parallel to the sidelines of the court 50.Therefore, if the ball B would move out of the visible range, i.e.,disappear out of the upper edge of the display screen, with a normalviewpoint height as when a player character M attacks the ball B back inthe game space displayed on the monitor TV, then the viewpoint EP israised to prevent the ball B from disappearing from the display screenof the monitor TV.

In the volleyball video game system according to the present invention,the CPU 2 determines the position of the ball B in the virtual gamespace, then moves the viewpoint EP depending on the positional data ofthe viewpoint and the position of the ball B, and displays the court 50in a visible range determined on the viewpoint EP and the axis EA on themonitor TV. The viewpoint EP is established such that a portion of thecourt 50 in the visible range.

Therefore, the player characters M, E can be displayed on the monitor TVin sizes that allow realistic movements thereof to be visually presentedon the monitor TV. Since the CPU 2 changes the viewpoint EP depending onthe movement of the ball B, the monitor TV displays the court 50 as itrelatively moves depending on the movement of the ball B. Therefore,until the volleyball game is interrupted due to an error or ball out,the monitor TV can continuously display the game space. Consequently,even when the ball B disappears from the display screen, the game playercan easily recognize whereabouts of the ball B.

When the ball B moves from the court section of the volleyball team E tothe court section of the volleyball team M at the time the ball B isserved, for example, the viewpoint EP moves faster than the ball Btoward a movement end position. Until the ball B comes over the courtsection of the volleyball team M, the CPU 2 displays the first andsecond cursors K1, K2. Therefore, the game player can operate thecontrol panel CP appropriately for controlling player characters toperform a receiving action.

When the game player controls player characters to make a receivingaction, the CPU 2 displays the first cursor K1 indicative of the landingposition of the ball B on the monitor TV. When the game player controlsthe player character M closest to the first cursor K1 to make thedistance between the first cursor K1 and the player character M, i.e.,the second cursor K2, equal to the successful receiving distance, theCPU 2 automatically causes the player character M to perform a receivingaction.

Therefore, even if the game player is not accustomed to the volleyballvideo game system or cannot operate the control panel CP sufficientlyskillfully, the game player can control game players to make a receivingaction more easily than with the conventional video game machines. Thevolleyball video game system according to the present invention allowsgame players to enjoy the volleyball game irrespective of their level ofskill about operating the control panel CP, and is effective to aroseinterest in volleyball games of game players who have tended to keepaway from volleyball video game machines.

Since the second cursor K2 is displayed around the feet of a playercharacter M which is going to make a receiving action, the game playercan easily recognize the player character M which the game player is tocontrol.

Furthermore, when the ball B is set by either one of the playercharacters M, the ball B changes its color for a predetermined time.When the game player presses the first button C1 a or C1 b while theball B is changing its color, the CPU 2 controls the player character Mto perform an attacking action depending on the pressed button.Therefore, the game player can have the player character M make morevarious attacking actions than with the conventional video gamemachines. Consequently, the game player finds it interesting to play avolleyball game on the volleyball video game system.

When the ball B is set, if the game player presses at least two of thefirst buttons C1 a-C1 c, the CPU 2 controls the player charactercorresponding to the finally pressed button, of those player charactersselected as attackers, to make an attacking action, and also controlsthe other attackers to fake spiking. The game player can thus control aplurality of player characters to engage in a combination play. Thevolleyball video game system according to the present invention can,therefore, supply a realistic volleyball game, similar to actualvolleyball, to the game player. Since the sequence with which playercharacters engage in a combination play can be changed by the sequencewith which the game player presses buttons, the game player can controlgame players M to make a variety of combination plays.

If the game player presses the first buttons C1 a-C1 c or the secondbuttons C2 a-C2 c when the ball B is set and its color is changed, theCPU 2 causes player characters M or E corresponding to the pressedbuttons to make a blocking action. The CPU 2 may perform a two-player orthree-player blocking action depending on the number of buttons whichthe game player presses. This is also effective to supply a realisticvolleyball game to the game player.

The volleyball video game system according to the present invention istypically useful as an arcade video game system However, the volleyballvideo game system according to the present invention may be used as ahome video game system.

Although a certain preferred embodiment of the present invention hasbeen shown and described in detail, it should be understood that variouschanges and modifications may be made therein without departing from thescope of the appended claims.

What is claimed is:
 1. A video game machine for playing a volleyballvideo game, comprising: a monitor for displaying two volleyball teams ona court in a virtual space, at least one of the volleyball teams havinga plurality of player characters controllable by a game player; dataholding means for holding data of a viewpoint to establish a game spacein the virtual space displayed on said monitor; position determiningmeans for determining the position of a ball in the virtual space;moving means for moving the viewpoint depending on the data of theviewpoint and the determined position of the ball; and displayprocessing means for displaying said virtual space on said monitorwithin a visible range determined by said viewpoint and the direction ofan axis thereof, wherein said viewpoint is established such that thedirection of the axis thereof lies perpendicular to sidelines of thecourt, and said moving means comprises means for moving said viewpointsubstantially parallel to the sidelines of the court depending on theposition of the ball.
 2. A video game machine according to claim 1,further comprising a means for determining a start position from whichthe ball start moving and an end position at which the ball stops movingin said position determining means, and said moving means comprisesmeans for moving said viewpoint such that the viewpoint and the ball insaid start position lie on one plane, and moving said viewpoint untilthe viewpoint and said end position lie on one plane after the ball hasstarted moving.
 3. A video game machine according to claim 2, furthercomprising a means for moving said viewpoint at a speed higher than thespeed at which said ball moves in said moving means.
 4. A video gamemachine according to claim 1, further comprising a means for moving saidviewpoint at a speed higher than the speed at which said ball moves,from said start position to a predetermined position, and moving saidviewpoint at a progressively lower speed after having passed saidpredetermined position in said moving means.
 5. A video game machineaccording to claim 1, further comprising a means for displaying aportion of said court on said monitor in said display processing means.6. A video game machine according to claim 1, further comprising a meansfor displaying the ball after the ball disappears from the monitor inresponse to movement of said viewpoint in said display processing means.7. A method of processing video game images for a video game machine forplaying a volleyball video game by displaying two volleyball teams on acourt in a virtual space, at least one of the volleyball teams having aplurality of player characters controllable by a game player, comprisingthe steps of: holding data of a viewpoint to establish a game space inthe virtual space displayed on said monitor; determining the position ofa ball in the virtual space; moving the viewpoint depending on the dataof the viewpoint and the determined position of the ball; displayingsaid virtual space on said monitor within a visible range determined bysaid viewpoint and the direction of an axis thereof; establishing saidviewpoint such that the direction of the axis thereof lies perpendicularto sidelines of the court; and said step of moving the viewpointcomprising the step of moving said viewpoint substantially parallel tothe sidelines of the court depending on the position of the ball.
 8. Amethod according to claim 7, wherein said step of determining comprisesthe step of determining a start position from which the ball startmoving and an end position at which the ball stops moving, and said stepof moving the viewpoint comprising the steps of moving said viewpointsuch that the viewpoint and the ball in said start position lie on oneplane, and moving said viewpoint until the viewpoint and said endposition lie on one plane after the ball has started moving.
 9. A methodaccording to claim 8, wherein said step of moving the viewpointcomprising the step of moving said viewpoint at a speed higher than thespeed at which said ball moves.
 10. A method according to claim 7,wherein said step of moving the viewpoint comprises the steps of movingsaid viewpoint at a speed higher than the speed at which said ballmoves, from said start position to a predetermined position, and movingsaid viewpoint at a progressively lower speed after having passed saidpredetermined position.